Enhancing Lecture Interactivity Through Virtual Reality

Although conventional lectures can provide a wide range of information to a large group of people, maintaining attention and ensuring knowledge transfer can be a challenge. Therefore, it is important to look for new, engaging, and effective approaches. This pilot feasibility study explores the effectiveness of virtual reality (VR) in increasing student engagement and knowledge transfer during lectures in the field of supply chain logistics and inventory selection systems. An educational VR game was developed through the systematic design of application logic, the creation of 3D assets, the construction of virtual scenes, and the implementation of gameplay. The application simulates three inventory picking methods: conventional selection, Pick by Light, and Pick by Vision systems. A total of 22 master’s students participated in the pilot study. They tested three different versions of the VR game, compared the time they needed to complete it, and participated in a guided discussion and questionnaire. The preliminary student reports indicated that students felt more engaged in the learning process and reported a perceived higher engagement with inventory picking systems compared to the traditional lecture format. On the other hand, participants mentioned concerns about nausea and the unavailability of VR headsets. The pilot results indicate that VR shows potential as an educational tool for teaching industrial logistics because it transforms the typical classroom environment into a more active and playful one, leading to a more natural understanding of the subject.

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Publication Details

Journal
Applied Sciences
Published
2026-01-09
DOI
https://doi.org/10.3390/app16020711
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
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article

Enhancing Lecture Interactivity Through Virtual Reality

Ľuboslav DULINA, Martin GAŠO, Tomáš Balala, Marián Matys
Applied Sciences
Virtual Reality Applications and Impacts
article

Enhancing Lecture Interactivity Through Virtual Reality

Ľuboslav DULINA, Martin GAŠO, Tomáš Balala, Marián Matys
article en

Abstract

Although conventional lectures can provide a wide range of information to a large group of people, maintaining attention and ensuring knowledge transfer can be a challenge. Therefore, it is important to look for new, engaging, and effective approaches. This pilot feasibility study explores the effectiveness of virtual reality (VR) in increasing student engagement and knowledge transfer during lectures in the field of supply chain logistics and inventory selection systems. An educational VR game was developed through the systematic design of application logic, the creation of 3D assets, the construction of virtual scenes, and the implementation of gameplay. The application simulates three inventory picking methods: conventional selection, Pick by Light, and Pick by Vision systems. A total of 22 master’s students participated in the pilot study. They tested three different versions of the VR game, compared the time they needed to complete it, and participated in a guided discussion and questionnaire. The preliminary student reports indicated that students felt more engaged in the learning process and reported a perceived higher engagement with inventory picking systems compared to the traditional lecture format. On the other hand, participants mentioned concerns about nausea and the unavailability of VR headsets. The pilot results indicate that VR shows potential as an educational tool for teaching industrial logistics because it transforms the typical classroom environment into a more active and playful one, leading to a more natural understanding of the subject.

Applied SciencesVol. 16(2)
University of Žilina (SK), University of Bielsko-Biała (PL)
Openalex Percentile: Top 93%
Virtual Reality Applications and Impacts
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Enhancing Lecture Interactivity Through Virtual Reality — Ľuboslav DULINA, Martin GAŠO, et al. · Applied Sciences (2026) | TGRS Research Map | TGRS